Falucin (5e Race)
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The falucins (fal•o͞o•sins) are a lesser race of fiends. They have the general appearance of muscular humans save for the addition of four extra arms and luminescent tattoos covering their bodies. They prefer to wear their hair short, which ranges in color on the lighter spectrum, and all falucins posses piecing yellow or gold eyes.
When a lonely, young, dragon god was cast from the high Heavens, he made his new home in the the Abyssal depths of Urei, and though he had for himself a kingdom and loyal servants, he longed for the light that had been lost to him. So, using a sliver of the aetherial magic that still lingered within him and merging it with the dark of the abyss that now saturated his black blood, he birthed beings with a celestial visage, but who's true nature was rooted in the darkness of Urei. Thus, the first falusins were born, false vestiges of aetherial light meant to guide and serve a lonely lord.
Though they are lesser fiends, most falucins are held in high regard, serving as advisers, spiritual guides, and dexterous martial fighters that uphold the faith in the Netherworld. Many of the oldest falucins advise the Netherworld King himself. All falucins have an inherent wisdom that propels them to the high of Netherworld society. It is rare to find any powerful fiend of worth without a falucin adviser. This wisdom is paired with their superior agility and dexterity that is nearly unmatched by any other fiend of the lesser caste as falucins are trained to be masters of unarmed combat.
The few noble falucins are easily denoted by their opulent regalia, jewelry, and piercings which serve as a symbols of status and are usually blessed with enchantments of speed, making their ferocious fist attacks even more deadly.
Falucins are agile, multi-armed, lesser fiends with powerful dark magic derived from the depths of the Netherworld.
Ability Score Increase. Your Dexterity and Wisdom scores each increase by 2.
Age. Falucins mature at the same rate as humans. However, as they are fiends, they will not die of natural aging and can potentially live forever if they are not slain by an outside force such as another creature or succumbing to disease.
Alignment. Despite being fiends, falucins are only chaotic by nature and are are not inherently evil. Depending on their upbringing or the master they serve, they can be good as well as evil.
Size. Falucins are built like muscular human, with their weight falling anywhere between 100-200 pounds. Your height ranges from 5 to 6 feet in height. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Netherial Body. Your creature type is both humanoid and fiend.
Aetherial Soul. Whenever you deal radiant damage, you can add your Wisdom modifier to the damage roll.
Six-Armed Fiend. Your six arms provide a distinct advantage in unarmed combat, giving you advantage on attacks of opportunity and ability checks made to initiate a grapple or resist being grappled. However, due to your abnormal body, you are unable to don armor of any kind.
Fiendskin. Your skin is slightly resilient due to your fiendish nature. When you aren't wearing armor, your AC is equal to 12 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.
Heavenly Insight. You are proficient in the Insight skill.
Tainted Luminescence. You know the light cantrip. When you reach 3rd level, you can cast the mending darkness spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. At 5th level you can channel your light or dark into your unarmed attacks. Your unarmed strikes deal radiant or dark damage instead of bludgeoning damage and your unarmed strikes deal 1d4 damage. You can switch between the radiant and dark damage types when you complete a short or long rest.
Languages. You can speak, read, and write Common, Celestial, and either Abyssal or Infernal.